摘要 |
Computer-generated objects (201) are tessellated into generalized shading regions (203) having any number of vertices (120). The shading regions (203) are passed to a shader (102) via a generalized parametric scheme that accommodates shapes having different number of vertices (120). The shader (102) determines and assigns color values (107) to the exact area defined by each shading region (203), without requiring the use of approximations such as bounding boxes or ellipsoids. The use of generalized shading regions (203) facilitates greater flexibility and accuracy in shading regions (203). |